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General Tabletop Discussion
D&D Older Editions, OSR, & D&D Variants
Rich Baker on his 4e Warlord
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<blockquote data-quote="Exen Trik" data-source="post: 3862476" data-attributes="member: 34942"><p>3e was a major experiment, with issues that went beyond just balancing the numbers. The glut of prestige classes, feats, and other bennies that followed were largely made to correct problems, express character and class concepts that the core didn't work well with, and allow alternate styles of play. And when new stuff comes out, especially when it introduces new options, it's hard to keep the same balance you had before. </p><p></p><p>So 4e comes around, and we get not just classes that provide feats and skills, but powers and paths. This leads to classes that inherently have options out the whazoo, simply because theres so many avenues in which to take them. Powers every level results in more versatility then the 3e fighters feat per two levels could ever had hoped for, and even having just a few paths means more options in class abilities than most of 3e's classes, variant classes, and prestige classes (WotC's, at least) combined could muster. Adding a bunch of 'set in stone' class abilities along the lines of paladins grace and monks evasion runs counter to the greatest strengths the classes have by design. </p><p></p><p>Plus, they seem to be giving the playtesting a good, concerted effort, so along with making sure the obvious class choices work they should give playing against type (be it by race or ability score) and multiclassing a fair look as well.</p></blockquote><p></p>
[QUOTE="Exen Trik, post: 3862476, member: 34942"] 3e was a major experiment, with issues that went beyond just balancing the numbers. The glut of prestige classes, feats, and other bennies that followed were largely made to correct problems, express character and class concepts that the core didn't work well with, and allow alternate styles of play. And when new stuff comes out, especially when it introduces new options, it's hard to keep the same balance you had before. So 4e comes around, and we get not just classes that provide feats and skills, but powers and paths. This leads to classes that inherently have options out the whazoo, simply because theres so many avenues in which to take them. Powers every level results in more versatility then the 3e fighters feat per two levels could ever had hoped for, and even having just a few paths means more options in class abilities than most of 3e's classes, variant classes, and prestige classes (WotC's, at least) combined could muster. Adding a bunch of 'set in stone' class abilities along the lines of paladins grace and monks evasion runs counter to the greatest strengths the classes have by design. Plus, they seem to be giving the playtesting a good, concerted effort, so along with making sure the obvious class choices work they should give playing against type (be it by race or ability score) and multiclassing a fair look as well. [/QUOTE]
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Rich Baker on his 4e Warlord
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